howdy all............im redesigning lockdown and i have a small unfinshed map of it on my web site. id like some serious comments.
thanks
howdy all............im redesigning lockdown and i have a small unfinshed map of it on my web site. id like some serious comments.
thanks
Well, I would advise not continuing either, but you already made your claim, so I'll move on...
It seems you?re approaching this map with the idea in mind of taking all the best things you experienced in Lockdown, and recreating them here, but with a different layout.
I don't know how close you're sticking to the original, but I'd say (and I know it's only 10% complete) that in order to make it any more interesting, you will need to "invent" new or more interesting architecture. The first shot looks like it's just a box with a guard office up top. Why would there need to be a guard office up top? There are no cells to watch, and that area doesn't seem to be one of particular importance. Give it your own reason or setting. Even with the columns it still remains uninteresting. With the height of the "tower room" perhaps you can contrast that by making a "secret" or open access to a basement in the same area, make it a kitchen or laundry mat. It will make the player want to explore your map.
In order to make a map like this, you will need to work extra hard to make it exciting, because this map is one that EVERYONE already has, and to tell them that they're about to play Lockdown2!!! Doesn't really sound all that enticing, but I'm sure they'll let it finish loading out of curiosity. If you want to keep them in the map however, you will need to surprise them with the difference of how it actually looks. Sure you can have the familiar landmarks from the original like the "office tower" but give it a different context to exist in. Perhaps a work yard, or the warden's office overlooking the complex; catwalks following the walls from watch tower to watch tower. That's what will keep the players there, and will also want to make them explore too!
About the only thing keeping me interested in the map now (via screenshots) is the third one of the water. I'd like to know why there is water there! Can I turn it off? if I open a door will it leak into the next room? Can I go under it to reach a hidden place that will take me behind enemy lines? Players ask questions like that (subconsciously) and consciously as they play a person's map. So you can treat this as an aspiration to surprise players with a totally different take on the theme! A little bit harder work imo (that's why most people shy away from this kind of idea) but a worthy challenge, so if you?re up to it, then by all means, don?t let me discourage you! Please, proceed! ![]()

i already have watch towers in mind and a courtyard

secret area leading to another cell.

the watchtower and courtyard

a group of cells.

the watchtower overlooking the entrances to the two cell rooms and destroyed sections of the ceiling. and a piller.

A dead end but nicely done

new and improved washing facility
i might implement another section to the catwalk which goes into another building.
im going to learn softimage and design a few things for this map. afterall designing is designing. im going to include a bench press, dumbbells, refrigerator and items for the cafeteria.
i did as you said and added some blue lighting......it is too yellow. i didnt make the blue as bright as the yellow but added it just to blend in with it.
btw does anyone know where i can get the orgional lights.rad file from? or someone could copy and paste it here. i deleted half mine cause i thought it was causing compilng problems. haha......well not quite half. just two lines. but id like to compile it with the FULL rad file not just partial.
thank you.
